Jump to content

Sign in to follow this  
krivi

Simulating dripping liquid with no plug-ins

Recommended Posts

I am trying to achieve something like this:
1JB0Rm1XKYtFe5-UpUqe.jpeg

A cutout sphere with liquid simulation pouring down from a part of its surface. I am having a lot of trouble with simulating dripping liquid. I've tried numerous methods with no good result. From everything I tried so far, it seems like if there is a way to pull this off without plugins, it most likely involves soft body dynamics + some mograph. 
I was wondering if anyone has done something similar before?

For reference, I am attaching my scene below with some fragments of my latest attempt.
https://we.tl/t-AgAiGcuHqx

Looking forward to receiving any tips on how to hack this.

Share this post


Link to post

 Should be doable, though some methods are quicker than others and you may just need one of the ones that takes a lot of effort to sort out. But in the first instance, Volume builder and animated splines / primitives, possibly in conjunction with smooth deformer would be my list of things to try... also metaballs, and that sort of related thing...

 

Or we could poly model it with posemorphs, but that really would be a long and protracted way to go, even though it would give you most control...

 

TBH I would be less worried about how to make it than how to UV it in a way that serves the task at hand - that might be really quite difficult, and is very much the greater challenge here I'd say...

 

CBR

Share this post


Link to post
  • Topic Author
  • Thought I'd drop by and share the solution I used, in case anyone in the future encounters a similar issue.

    My workaround was using animated textures in AE for displacement deformer.
    I duplicated my sphere and used the bottom sphere as my base texture and the top one for the drips. I UV unwrapped the sphere and imported the UV map into After Effects. In after effects, following the map's guides, I animated a b&w image of drips. Then I used the exported animation as a luminance shader. Then I made a deformer controlled by this luminance shader so that the white parts of the image pop out. Then I placed my colour shader on top.

    The result is not as smooth as it would be if I had made an actual simulation, but I think it's a good compromise for a fast no plug-ins solution.

    Capture 2.PNG

    Sphere UV Drops 1000499.png

    Share this post


    Link to post

    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.

    Guest
    Reply to this topic...

    ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

    Sign in to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×
    ×
    • Create New...